Only noticed 1 small issue that comes up. everything was set up.perfectly, no errors at all but I'm getting this flickering black line across the length of my screen. I tried re-running the setup but its still there. unchecked all my mods and no luck. is there any way to fix this thing?
edit: noticed now it only happens on exterior areas except for the boat at the start. thought it might be FantasyMorrowind so took out those textures, no luck.
It only occurs on some people's systems. If you have some time to help figure out the cause please contact me with a message or MSN.
hrnchamd do you think you could add a option to the underwater effect shader to enable blur?
i found this mod (http://tes.nexusmods.com/downloads/file.php?id=23440) and thought that you might be able to accomplish this without blurring the HUD.
also is it possible that you make this shader (http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8147) compatible with MGEXE?
a general question - is it possible that shaders take the height above/below sea level to account? (for example the screen gets darker the deeper you dive)
There's already a small blur on underwater effects, but I think it including it by default would be annoying for gameplay reasons. You could edit a copy of the DoF shader to be real blurry and only turn on underwater. Shaders can already access eye position and water level, so I could add darkness as you go underwater. Again, for gameplay reasons it needs tuning because there are deep ruins and shipwrecks that need to be accessible and I don't have the time to survey everything.
I have a laptop with an NVIDIA GT 240M and the most recent beta driver. In MGEXE, I turned off AA and AF completely. However, in the NVIDIA control panel, the default option was "application controlled - ON" for all the AA and AF options. I went ahead and did an override in the MW specific settings. The weird thing is, I got a couple FPS back after doing it. Was some AA and/or AF still going even with it turned off in MGEXE or was the FPS gain simply a coincidence?
The driver handles all the anti-aliasing and AF anyway. When you start Direct3D, you just pass the multisample and AF settings to it, everything else happens automatically. I don't see the difference.
Following on, my exterior was http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20078.jpgmeshes BUT, by pure chance, I discovered it's not always the case.
After heading to Red Mountain to check out something else (under normal lighting), I then re-enabled the new lighting during a blight storm. Being in the middle of nowhere, there was naturally no difference in lighting, and I wasn't sure if the toggle responded.
So, I CoC'd to Seyda Neen, so still had blight there. Went into an interior to check what lighting I had on, ensured the new method was on, and so went outside again.
Blight storm was gradually fading out, but I could see the town just fine, then suddenly, wham, all black again.
So I waited around in town for weather to change, and eventually I had fog, and I could see town again (which looked just fine during foggy day and night)
The lighting system will break like that if there's a light source (hard-coded or not) with all zero falloff, not including sunlight. I don't think weather can do that, but a lighting mod or light spell could. Check for something like that, in the mean time edit shaders/XE FixedFuncEmu.fx and comment out line 89 and uncomment line 90:
// Attenuation// (faster) float4 att = 1.0 / (lightFalloffQuadratic[group] * dist2 + lightFalloffConstant);float4 att = 1.0 / (lightFalloffQuadratic[group] * dist2 + lightFalloffLinear[group] * dist + lightFalloffConstant);
I've been trying to find out what causes the big hits to FPS for me in interiors - I thought it wouls be SSAO but found it was bloom soft doing the most damage - Which I really like as it makes skin look more alive and translucent - um that probably sounds like I'm more interested in the skin than I should be
Anyway as I was testing I noticed HDR also changes the colour of skin - adding a bloom type effect to it - is HDR based on a bloom shader?
Bloom Soft is originally by peachy. With 10 passes, it's not all that fast but good at what it does. Optimizing will inevitably change how it looks a little. Softening skin illumination is very important in modern rendering, the diffuse response of skin is soft due to the translucent dermis spreading light around more than hard object surfaces do.
HDR applies an approximation of camera film response to light, increasing saturation of dark colours and blowing out light tones a little, depending on light levels. Like cameras, the colour response changes as film exposure doesn't exactly match how the eye perceives changes. It's not bloom because it doesn't have a spread, it won't soften a point light out; it's tonal response only.